Guilds in Elite Dangerous

Would you like support for guilds in ED?

  • No, I would rather ED had no specific support for guilds.

    Votes: 348 61.7%
  • Yes, I would like support for guilds but no guild specific content.

    Votes: 127 22.5%
  • Yes, I would like support for guilds and some extra guild specific content.

    Votes: 79 14.0%
  • Yes, I would like support for guilds and for the game to provide mostly guild centred content.

    Votes: 10 1.8%

  • Total voters
    564
Status
Thread Closed: Not open for further replies.

Robert Maynard

Volunteer Moderator
The Devs never said there wouldn't be clans. FD said they were looking at it. They just dont want them to take over.

HELLO!?!? 400 billion systems! Let me put that in perspective. If every EVE player were to join this game and form one big alliance they could not take over the game. Not even put a dent in it. Its 400 billion systems large!!! There is plenty of room for all guilds to get what they want. Yes, organised and controlled fleets using complementing loadouts on ships to form a very efficient fleet. Strip mining as an org to build big things as a team. What ever they want to do. They want it all in the game and the freedom to do what we want.

You my friend have the freedom to play in solo mode. problem solved! Those who have hate for team play can play solo mode. Those who have hate for team play can play solo mode. Should I say it again?

THOSE WHO HAVE HATE FOR GUILDS, TEAM PLAY AND LARGE SCALE PEW CAN PLAY SOLO MODE!!!

Oh yea, if you dont contribute to our goal as a group your out!!! Straight up!

OMG, it just dawned on me. These guys that are afraid of being told what to do are the same kind of people that just want to mine a belt while their alliance is in a CTA! They want the benefit with out contribution. If there are no alliances they wont be forced to contribute. They can fly around squishing single players like bugs.

Hmmm, Lets roll play, shall we? Not!

SOLO PLAY! Hate alliances and orgs all you want while playing solo!!!

To recap, you have asked for corps, player controlled fleets, etc. in a game that does not have them. You assume that these should be implemented in the only open play mode that all players can access. This is where the resistance to their implementation starts. If, however, you had asked for these things and a separate guild mode, I do not expect that you would have met with such resistance to the proposal.
 
A separate guild mode, with guild-only players, and only guilds visible to each other - could be a very interesting mode. They can have all the pew-pew they like, without turning Open into a mess. The thing is, absolutely nobody interested in guilds seems to like the idea - they want to "own" open and smack solo pilots and small groups into oblivion because they are the guildie l33t and must be feared!

Also, with the way the game works, it's going to be near impossible for these people to get what they want anyway.
 
That's why Frontier's forthcoming implementation Power Play is quite enlightened, in my opinion, it allows players who need / want to be part of a larger group to do so without the few dictating what the group will do. The actions of the Power will, from what I have read, be voted on weekly - with players higher up in the Power rankings having more sway (but still not the ability to dictate).

This is a perfect system imho. But it is made to help Solo players. That is the problem here. Why can people from a parallel universe affect my galaxy in Open. They are literally in another universe, living their lives while their actions change mine too. WHAT? Tech in 3000 must be really damn good lol. You know nothing Stephen Hawking!

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A separate guild mode, with guild-only players, and only guilds visible to each other - could be a very interesting mode. They can have all the pew-pew they like, without turning Open into a mess. The thing is, absolutely nobody interested in guilds seems to like the idea - they want to "own" open and smack solo pilots and small groups into oblivion because they are the guildie l33t and must be feared!

Also, with the way the game works, it's going to be near impossible for these people to get what they want anyway.

Isnt that how the world goes? Major companies smash markets and they dictate the life of people in those areas????
 
The Devs never said there wouldn't be clans. FD said they were looking at it. They just dont want them to take over.

HELLO!?!? 400 billion systems! Let me put that in perspective. If every EVE player were to join this game and form one big alliance they could not take over the game. Not even put a dent in it. Its 400 billion systems large!!! There is plenty of room for all guilds to get what they want. Yes, organised and controlled fleets using complementing loadouts on ships to form a very efficient fleet. Strip mining as an org to build big things as a team. What ever they want to do. They want it all in the game and the freedom to do what we want.

You my friend have the freedom to play in solo mode. problem solved! Those who have hate for team play can play solo mode. Those who have hate for team play can play solo mode. Should I say it again?

THOSE WHO HAVE HATE FOR GUILDS, TEAM PLAY AND LARGE SCALE PEW CAN PLAY SOLO MODE!!!

Oh yea, if you dont contribute to our goal as a group your out!!! Straight up!

OMG, it just dawned on me. These guys that are afraid of being told what to do are the same kind of people that just want to mine a belt while their alliance is in a CTA! They want the benefit with out contribution. If there are no alliances they wont be forced to contribute. They can fly around squishing single players like bugs.

Hmmm, Lets roll play, shall we? Not!

SOLO PLAY! Hate alliances and orgs all you want while playing solo!!!

The Hawkmen and the Kingdom of Arboria have rejected your dictat sire.

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Robert Maynard

Volunteer Moderator
This is a perfect system imho. But it is made to help Solo players. That is the problem here. Why can people from a parallel universe affect my galaxy in Open. They are literally in another universe, living their lives while their actions change mine too. WHAT? Tech in 3000 must be really damn good lol. You know nothing Stephen Hawking!

All of the XBox (and presumably PS4, when that's released) will affect the same single galactic background simulation, regardless of which mode they are in - and their players will presumably not be visible to PC/Mac players. Having issues with solo / private group players will become pointless in time due to the number of players on other platforms.
 
This is a perfect system imho. But it is made to help Solo players. That is the problem here. Why can people from a parallel universe affect my galaxy in Open. They are literally in another universe, living their lives while their actions change mine too. WHAT? Tech in 3000 must be really damn good lol. You know nothing Stephen Hawking!

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Isnt that how the world goes? Major companies smash markets and they dictate the life of people in those areas????

You don't seem to understand how this game works - people are not "literally" in another universe at all.
We are all in THE SAME universe.

And this stance has been debunked so many times. You can only have 31 people visible to you at any given point in Open - so say all of Mobius turned up (in Open Mode) to visit you - then what?
They are all going to have an impact as they are in the same universe, you just can only see 31 of them not all 8000 of them.

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All of the XBox (and presumably PS4, when that's released) will affect the same single galactic background simulation, regardless of which mode they are in - and their players will presumably not be visible to PC/Mac players. Having issues with solo / private group players will become pointless in time due to the number of players on other platforms.

With Mac and PC being able to play side by side - would be interesting to see if they will or will not do that for consoles.
I cannot really see why, with today's Tech, we cannot team up with them.
 
Membership being the first and foremost form of control, no players should have this power (IMO).

Thanks Robert that sounds like a sensible compromise, I take it that membership is up to individual players not existing members ?.

For a start, that power already exists with the Private Group functions. Do you think Mobius shouldn't have the right to say who is a member of his group? Because he does... If player-created guilds made an appearance, I'd expect senior members to have the right to pick their membership. If they abuse it, they're likely to not have members for long.

Power Play is not a compromise in the context of this conversation. It's a great addition to the game, and will lend some purpose to what is otherwise a aimless experience which some people find difficult. But doesn't lend itself to the guild conversation.

...THOSE WHO HAVE HATE FOR GUILDS, TEAM PLAY AND LARGE SCALE PEW CAN PLAY SOLO MODE!!! ...

Sorry, but you're the very caricature of what people are concerned about in this conversation. For the record - large scale fleet actions, guild ownership of systems/stations and all that jazz - I oppose also. I think it's the epitome of what David Braben was concerned about.

So in other words, Guilds want to take over Open and if you don't like it go to Solo.

Edit: You also seem to be under the misapprehension that disagreeing with Guilds in Elite means we hate guilds. For example, I founded and managed several PBM guilds over 20 years ago via snail mail letters and I've been part of several in various games/forms since. I'm not necessarily against guilds, I'm just against guilds in Elite.

But that "against Guilds in Elite" appears to be extremely unreasoning. I put a proposal up which would have met a large chunk of what some (not all) pro-Guild people have been asking for and been completely transparent to anyone else. It's been completely disregarded by every person arguing against Guilds, with the exception of the laughable idea that organisations shouldn't be able to control their membership.

I dislike the insistence that only your vision of clans, copied from other games, is the only way to play the game as a large group.

Exactly. Have some rep. There is middle ground to be had - but unreasoning and overly entrenched opposition (by a relatively small number of users I might add) is bogging a thread down that might otherwise have more constructive ideas in.

To recap, you have asked for corps, player controlled fleets, etc. in a game that does not have them. You assume that these should be implemented in the only open play mode that all players can access. This is where the resistance to their implementation starts. If, however, you had asked for these things and a separate guild mode, I do not expect that you would have met with such resistance to the proposal.

Perversely, I would oppose that. Not because of any desire to inflict myself on other players in Open, but because it would be a disproportionate development job for the benefit of a particular segment of the user base. If FD were to implement some sort of guild functionality, I'd hope it would be light-touch and fit in with existing models. Time is generally better spent on developing the core of the game - but the social tools in ED are extremely poor by any standard.

A separate guild mode, with guild-only players, and only guilds visible to each other - could be a very interesting mode. They can have all the pew-pew they like, without turning Open into a mess. The thing is, absolutely nobody interested in guilds seems to like the idea - they want to "own" open and smack solo pilots and small groups into oblivion because they are the guildie l33t and must be feared!

No they don't want to "own open and smack solo pilots" (or at least, most of them don't as I understand it). This lazy argument is part of the problem in the thread.
 
But that "against Guilds in Elite" appears to be extremely unreasoning.

It isn't there are several reasons, chief among them that Elite is about the lone spaceship pilot. Factions and Powers happen in the background. We can have a marginal influence on Factions and a greater influence on Powers but that's as far as our political influence goes. It's a different focus. Some players have organised themselves within the game but precisely because of the lack of in-game support, as well as the mode and instancing system, their overall influence is greatly reduced. Within the game they are still a group of individuals, even if they have a common purpose and external management, not a guild.
 

Robert Maynard

Volunteer Moderator
Perversely, I would oppose that. Not because of any desire to inflict myself on other players in Open, but because it would be a disproportionate development job for the benefit of a particular segment of the user base. If FD were to implement some sort of guild functionality, I'd hope it would be light-touch and fit in with existing models. Time is generally better spent on developing the core of the game - but the social tools in ED are extremely poor by any standard.

While you may not wish to inflict Guild play on other players, you are not the only Guild proponent.

Adding another mode would be much less effort than creating the Guild features themselves - it would be just like Open but with Guilds enabled.
 
No they don't want to "own open and smack solo pilots" (or at least, most of them don't as I understand it). This lazy argument is part of the problem in the thread.

So please, with all respect, enlighten me on what guilds would actually do, and thus achieve. How would they benefit Elite?
 
THOSE WHO HAVE HATE FOR GUILDS, TEAM PLAY AND LARGE SCALE PEW CAN PLAY SOLO MODE!!!

Oh yea, if you dont contribute to our goal as a group your out!!! Straight up!

Thanks for a perfect reminder of why a game without guilds is a blessed relief. Forced interaction and feigning polite tolerance for displays like that can be extremely wearing.
 
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For a start, that power already exists with the Private Group functions. Do you think Mobius shouldn't have the right to say who is a member of his group? Because he does... If player-created guilds made an appearance, I'd expect senior members to have the right to pick their membership. If they abuse it, they're likely to not have members for long.

I like mobius (I'm a member I play in it whenever I feel sociable) specifically because it's an at free zone, more power to his elbow. He can run his group however he want's right now he's running it better than FD run open IMO (sorry FD you took far too long to deal with station griefing).

The issue around membership being decided by players is that it's going directly against the ED mantra of blaze your own trail and could be abused, ie vote against me and lose your membership of the faction. Look at Niteowls tantrum above that's what I really don't want to see rearing it's ugly head. Niteowl has already decided he's the senior member and all must bow before him.

Power Play is not a compromise in the context of this conversation. It's a great addition to the game, and will lend some purpose to what is otherwise a aimless experience which some people find difficult. But doesn't lend itself to the guild conversation.

When I said compromise I was complimenting FD's design not commenting on the conversation.

Anyway structured missions, wider goals and communites are a fantastic idea. I just don't want it being run by someone who throws epic tantrums whenever anyone disagrees with him.
 
It isn't there are several reasons, chief among them that Elite is about the lone spaceship pilot. Factions and Powers happen in the background. We can have a marginal influence on Factions and a greater influence on Powers but that's as far as our political influence goes. It's a different focus. Some players have organised themselves within the game but precisely because of the lack of in-game support, as well as the mode and instancing system, their overall influence is greatly reduced. Within the game they are still a group of individuals, even if they have a common purpose and external management, not a guild.

I think we're talking at cross purposes. I don't envisage Guilds having any political influence whatsoever (except maybe as a significant voting block within a power - which is likely to be the case anyway). I'm arguing for Guild-functionality purely from a social tool perspective (and so to be explicit - I completely agree with your comment).

While you may not wish to inflict Guild play on other players, you are not the only Guild proponent.

Adding another mode would be much less effort than creating the Guild features themselves - it would be just like Open but with Guilds enabled.

Yes, fair point. I do appreciate that there is a sliding scale of what Guild functionality could be - and I am not the sole arbiter of what that should be.

Perhaps I am misunderstanding you - I thought you were suggesting that a mode could exist for some of the expanded functionality which other players have been asking for (player controlled areas, for example).

So please, with all respect, enlighten me on what guilds would actually do, and thus achieve. How would they benefit Elite?

Firstly - apologies. Reading my quote and comment back it came across more "snippy" than the tone in my head at the time of writing.

By my proposal, Guilds would solely be a grouping system which allowed easy communication between selected players (i.e. the people who have chosen to be members of that particular one). I don't see any need for them to "achieve" anything that can't be dealt with elsewhere within the game - such as Power Play. Many of the pro-arguments in this thread have presented that position.

The benefit to Elite would solely be the improvement the social functionality. It may sound minor, but I know for a fact that ED has lost players because of the state of the social tools as they stand (who have then gone onto recommend a "No purchase" to others).

Done with a light touch, the concerns such as Guild warfare being inflicted on unwilling participants could easily be minimised to an impact level similar to that which already exists.

I like mobius (I'm a member I play in it whenever I feel sociable) specifically because it's an at free zone, more power to his elbow. He can run his group however he want's right now he's running it better than FD run open IMO (sorry FD you took far too long to deal with station griefing).

The issue around membership being decided by players is that it's going directly against the ED mantra of blaze your own trail and could be abused, ie vote against me and lose your membership of the faction. Look at Niteowls tantrum above that's what I really don't want to see rearing it's ugly head. Niteowl has already decided he's the senior member and all must bow before him.

When I said compromise I was complimenting FD's design not commenting on the conversation.

Anyway structured missions, wider goals and communites are a fantastic idea. I just don't want it being run by someone who throws epic tantrums whenever anyone disagrees with him.

I'm sorry, but I really don't understand your point. No one could ever force a player to be a member of a guild (and what would they be voting for). This isn't anything that could be inflicted on an unwilling player. So, if Niteowl set up a Guild and decided to be a preening idiot, it would only affect those who had joined it - and they'd be free to leave at any point with no more repercussion in-game.

Of course, players may decided to gun for the person who left - but that situation already exists in game and I can't recall anyone ever complaining about former Guild members (and I'd expect FD to treat it as griefing if it ever did happen).

This (and an element of Asp Explorer's comment above) also ties into a comment I made a while ago in the thread - player Guilds would and should never be "the law". (I'm thinking of the likes of players deciding to interdict and attack any Commander they found in "their" system - something which happens now.)

If FD do manage to sort out the crime and punishment element of the game, anti-social behaviour by large groups of players would have repercussions and be dealt with appropriately within the game itself.
 
I'm sorry, but I really don't understand your point. No one could ever force a player to be a member of a guild (and what would they be voting for). This isn't anything that could be inflicted on an unwilling player. So, if Niteowl set up a Guild and decided to be a preening idiot, it would only affect those who had joined it - and they'd be free to leave at any point with no more repercussion in-game.

Its not about being forced into a guild its about people exerting control over players under the threat of expulsion/refusal of membership. Yes I agree preening idiots would either drive away the members or possibly trigger a rebellion. I just think we should remove the threat of undue influence by removing player options to block membership as its the go to sanction of choice. I'm sure players attacking their own guild would be booted by the background sim.

Of course, players may decided to gun for the person who left - but that situation already exists in game and I can't recall anyone ever complaining about former Guild members (and I'd expect FD to treat it as griefing if it ever did happen).

Issuing death warrants against malcontents again this is a bit on the Mingesque side, however it would be fully in line with role-playing an evil overlord and again foment rebellion. It could theoretically add to the game, although griefing could become an issue (perceived or otherwise) depending on the target. Again this steers me towards lowering player control of this type of thing.

This (and an element of Asp Explorer's comment above) also ties into a comment I made a while ago in the thread - player Guilds would and should never be "the law". (I'm thinking of the likes of players deciding to interdict and attack any Commander they found in "their" system - something which happens now.)

Yep fully in agreement there. People as a rule suck and make very bad decisions, let a computer run it Azimov style just hope its programmed well.

If FD do manage to sort out the crime and punishment element of the game, anti-social behaviour by large groups of players would have repercussions and be dealt with appropriately within the game itself.

Checks and balances are definitely required, I have high hopes for the crime update (I'm going on a crime spree in beta to test it out). Imagine a shadow-banned guild it would result in forum carnage the like's of which even god has never seen.
 
So in other words, Guilds want to take over Open and if you don't like it go to Solo.

Edit: You also seem to be under the misapprehension that disagreeing with Guilds in Elite means we hate guilds. For example, I founded and managed several PBM guilds over 20 years ago via snail mail letters and I've been part of several in various games/forms since. I'm not necessarily against guilds, I'm just against guilds in Elite.

Do you really think Guilds could over run 400 billion systems? Im having issues comprehending why people dont understand that this game is to big for that to happen. Even if all the gamers in the world decided to drop what they are playing and form/join a guild in elite there would still be plenty of room. Not to mention , "Another galaxy as an expansion wouldnt be hard to do." That being said this game is clearly large enough. When planet side content opens up that will be even more room.

What about multi crew? The first person fps aspect is also going to create even more room. For example. If my guild/friends and I decide to set up shop on a distant planet far far away no one will even know we exist. Out of 400 billion systems in a random direction with a massive ly count what would the odds be of some players going to the exact same location on the same planet as us?

I could only assume a planet thats explorable would be the size of the entire elderscrolls series put together at the very least. Procedural generation fills in the scale provided, im pretty sure. There is no telling how big a single planet could be on the surface at this point tbh! lol Pretty big, i would hope.

Please just try to understand my point and think about it. We have all these big ships that multiple people could be in. We have 400 billion systems with explorable worlds. Some systems none, some systems multiple. Outposts and space stations that can be explored and a 4 player cap per wing with no org support. That really makes a lot of sense, doesnt it?
 
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A separate guild mode, with guild-only players, and only guilds visible to each other - could be a very interesting mode. They can have all the pew-pew they like, without turning Open into a mess. The thing is, absolutely nobody interested in guilds seems to like the idea - they want to "own" open and smack solo pilots and small groups into oblivion because they are the guildie l33t and must be feared!

Also, with the way the game works, it's going to be near impossible for these people to get what they want anyway.

See, thats actually a good idea. The fact of the matter is its the bad guys that want to take advantage of ganking solo players that are against it. I just want to build as a team with friends and get some respectful and competitive fleet battles. Some times you win and some times you loose. Loosing a ship in Elite doesn't break the bank. That in it self brings it back to fun!

I thought about the instancing mechanic. War Decs could be a mechanic that would always pair the fleet's instances.

If calling me an idiot makes some people feel better, by all means. Glad I could help. I mentioned private groups and solo play were fantastic ideas for people wanting to avoid the masses. No one even acknowledged it and it was frustrating me. It is in fact a good idea.

So is having org mode but, what happens when orgs get stations and sovereignty? The opportunity to build something for the org? The people in open play decide they want that too because its something cool they want to experience. Then realize they cant do it with 4 people because the tasks that need to be done are too massive for four AND they would infact need to be in an org to build something for the org. Also, to acquire a player run station you would in fact, again, have to be in an org. Of course the org would have to do some serious faction grinding for that to happen. That would also take forever for a tiny group of people to accomplish.

Now everyone piles in org play to join or create an arg. So do the random solo pirates that want to gank miners and traders knowing there will be plenty of targets in Org mode. Right? Org play, Open play, doesnt matter to me. I have a feeling if org mode was available it would just turn into the dominating mode. Isnt that what this is about? To get ones way on the more populated mode? Now we are back to square one. Good news is, no one would have to leave open play to avoid the masses. Everyone wins! Long live Org mode!

Space stations, open and explorable worlds, loads of systems, multi crew ships, realestate on planets? Maybe? And a galaxy expansion if need be. Its too big to not let players build orgs together. Org chat, larger fleets and custom logos. War decs? why not? Two corps decide to set up shot a little too close? It happens. There is lots of space out there. Lots!
 
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I remember that video. It was very informative and the reason they are unsure if they would allow full blown clans is because they dont want them taking over.

Watch it again, he didn't really seem unsure to me, watch it in full screen, rewind a few minutes & watch his demeanour in relation to each question.

I think he wanted to say "not a hope in hell" but those pesky marketing people always get in the way, I doubt it would make a difference as no one seems to do any research before buying anyway but hey its their game not mine.
 
See, thats actually a good idea. The fact of the matter is its the bad guys that want to take advantage of ganking solo players that are against it. I just want to build as a team with friends and get some respectful and competitive fleet battles. Some times you win and some times you loose. Loosing a ship in Elite doesn't break the bank. That in it self brings it back to fun!

I thought about the instancing mechanic. War Decs could be a mechanic that would always pair the fleet's instances.

If calling me an idiot makes some people feel better, by all means. Glad I could help. I mentioned private groups and solo play were fantastic ideas for people wanting to avoid the masses. No one even acknowledged it and it was frustrating me. It is in fact a good idea.

So is having org mode but, what happens when orgs get stations and sovereignty? The opportunity to build something for the org? The people in open play decide they want that too because its something cool they want to experience. Then realize they cant do it with 4 people because the tasks that need to be done are too massive for four AND they would infact need to be in an org to build something for the org. Also, to acquire a player run station you would in fact, again, have to be in an org. Of course the org would have to do some serious faction grinding for that to happen. That would also take forever for a tiny group of people to accomplish.

Now everyone piles in org play to join or create an arg. So do the random solo pirates that want to gank miners and traders knowing there will be plenty of targets in Org mode. Right? Org play, Open play, doesnt matter to me. I have a feeling if org mode was available it would just turn into the dominating mode. Isnt that what this is about? To get ones way on the more populated mode? Now we are back to square one. Good news is, no one would have to leave open play to avoid the masses. Everyone wins! Long live Org mode!

Space stations, open and explorable worlds, loads of systems, multi crew ships, realestate on planets? Maybe? And a galaxy expansion if need be. Its too big to not let players build orgs together. Org chat, larger fleets and custom logos. War decs? why not? Two corps decide to set up shot a little too close? It happens. There is lots of space out there. Lots!

I disagree with a new mode. This community has problems enough with open vs solo...this will only make this problem worse. However, Powerplay will introduce most of what guild players want anyway, and once players can create their own powers...most of this discussion won't matter. Guild are coming...as defined by Fdev.
 
There are many ways to do it. Making a blanked statement saying no orgs is not the way. Orgs are a must.

Damn FD only started making this game about 2 years ago, I am sure Orgs existed back then & before, how could FD be so blind as to miss this, oh no they didn't, they decided they didn't want it in their game and as such did not provide anything to support it.

That's a design decision, not an omission!
 
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